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< The [http://campaignwiki.org/halberdsnhelmets web application] that implements these algorithms will now also [http://campaignwiki.org/halberdsnhelmets/characters generate 50 characters] in plain text format (useful for pre-generated characters and non-player parties?) and it will also [http://campaignwiki.org/halberdsnhelmets report some numbers for 1000 randomly generated characters]. You can find the output in the sidebar.
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> The [http://campaignwiki.org/halberdsnhelmets web application] that implements these algorithms will now also [http://campaignwiki.org/halberdsnhelmets/characters generate 50 characters] in plain text format (useful for pre-generated characters and non-player parties?) and it will also [http://campaignwiki.org/halberdsnhelmets/stats report some numbers for 1000 randomly generated characters]. You can find the output in the sidebar.
A while ago I was wondering about randomly determining class and buying equipment for my campaign. I’m using the Labyrinth Lord rules, but when it came to the equipment list, I decided to go use the much simpler Moldvay list with the extremely cheap plate armor (60 gold).
Classes
cleric 195
fighter 182
magic-user 177
elf 147
dwarf 136
halfling 96
thief 67
total 1000
Property
backpack 1000
iron rations (1 week) 1000
sling 753
pouch of stones (2) 736
long sword 468
chain mail 362
shield 356
dagger (2) 350
leather armor 293
dagger 224
mace 195
spear 137
plate mail 126
silver dagger 123
hand axe (2) 87
pole arm 73
battle axe 71
short bow 32
hand axe 27
pouch of stones 17
quiver of arrows 16
quiver of arrows (2) 16
helmet 4
two handed sword 3The web application that implements these algorithms will now also generate 50 characters in plain text format (useful for pre-generated characters and non-player parties?) and it will also report some numbers for 1000 randomly generated characters. You can find the output in the sidebar.
The question I’m most interested in is this: How to tweak my equipment buying algorithm in order to generate more natural numbers?
I’ve tweaked my character selection algorithm a bit in response to these numbers and expect to tweak the equipment buying process in a similar vein. For example, since I use Death & Dismemberment tables: If you have very few hit-points and poor armor, buying a helmet might be more important than it is right now! In addition to that, I wonder why my players don’t buy enough slings. The algorithm apparently leads to long swords being very popular. No love for short swords?
I should read through a few pages of random characters to see whether I see any unusual choices made. Did you spot anything strange?
Update: thinking about helmets again—I think that perhaps this reflects how helmets are bought at our table. Practically nobody buys a helmet unless they have money to waste. The current algorithm only buys a helmet for 1 in 216: those who got 180 starting gold. 20 goes for the rations and the backpack, that leaves 160 gold, half of that is for armor (80 gold), which is enough for plate armor (60 gold), shield (10 gold) and a helmet (10). I think that’s ok. I won’t be changing this after all.
Also, lanterns. Practically everybody buys a lantern. I know my characters usually do. I think I’ll leave it as it is.
Tags: RPG
Old School 